Spells Jump to Zone of Truth

Morrus

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[h=5]Jump[/h] Transmutation
Level: Mage 1
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets an enhancement bonus on Jump checks. The enhancement bonus is +10 at 1st level, +20 at 3rd level, and +30 at 5th level (the maximum).
[h=5]Keen Edge[/h] Transmutation
Level: Mage 3
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or 50 projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19–20. A threat range of 19–20 becomes 17–20. A threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons (and it does not stack with itself). If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target.
This spell cannot be cast on a natural weapon, such as an unarmed strike.
[h=5]Knock[/h] Transmutation
Level: Mage 2
Components: V
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No
The knock spell opens stuck, barred, locked, or magically held or sealed doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments, nor does it affect ropes, vines, and the like. Note that the effect is limited by the area. Each spell can undo up to two means of preventing egress.
[h=5]Lesser Restoration[/h] Conjuration (Healing)
Level: Acolyte 2
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It does not restore permanent ability drain.
[h=5]Levitate[/h] Transmutation
Level: Mage 2
Components: V, S, F
Casting Time: Attack action
Range: Personal or close (25 ft.+ 5 ft./2 levels)
Targets: You or one willing creature or one object (total weight up to 100 lb./level)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The caster can mentally direct the subject to move up or down as much as 20 feet each round; doing so is a move-equivalent action. The caster cannot move the recipient horizontally, but the subject could push or pull his or her way provided there is a surface to grasp (generally at half its base speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack is made with a –1 penalty, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
[h=5]Light[/h] Evocation [Light]
Level: Acolyte 0, Mage 0
Components: V, M/DF
Casting Time: Attack action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow, shedding light in a 20-foot radius from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
[h=5]Lightning Bolt[/h] Evocation [Electricity]
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
Area: 5 ft. wide to medium range (100 ft. + 10 ft./level); or 10 ft. wide to 50 ft. + 5 ft./level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster releases a bolt of electrical energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at the caster. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
[h=5]Locate Object[/h] Divination
Level: Acolyte 3
Components: V, S, DF
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster senses the direction of a well-known or clearly visualized object. The caster can search for general items, in which case the caster locates the nearest one of its type if more than one is within range. Attempting to find a specific item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. The caster cannot specify a unique object unless he or she has observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell.
[h=5]Mage Armor[/h] Conjuration (Creation) [Force]
Level: Mage 1
Components: V, S, F
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 equipment bonus to Defense.
Unlike mundane armor, mage armor carries no armor penalty, maximum Dexterity bonus, arcane spell failure chance, or speed reduction.
[h=5]Mage Hand[/h] Transmutation
Level: Mage 0
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
The caster can lift an object and move it at will from a distance. As a move action, the caster can move the object up to 15 feet in any direction, though the spell ends if the distance between the caster and the object ever exceeds the spell’s range.
[h=5]Magic Missile[/h] Evocation [Force]
Level: Mage 1
Components: V, S
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy shoots from the caster and unerringly strikes its target, dealing 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two levels of experience past 1st, the caster gains an additional missile. He or she has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level. If the caster shoots multiple missiles, they can be targeted at a single creature or several creatures. A single missile can strike only one creature. The caster must designate targets before rolling for spell resistance or roll damage.
[h=5]Magic Mouth[/h] Illusion
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues the target with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by the caster and can be delivered over a period of 10 minutes. The mouth cannot speak verbal components, use command words, or activate magical effects.
The spell functions when specific conditions are fulfilled according to the caster’s command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats an audible trigger. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish allegiance, level, HD, or class except by external garb.
The range limit of a trigger is 15 feet per caster level. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Material Component: Purchase DC 12.
[h=5]Magic Weapon[/h] Transmutation
Level: Acolyte 1, Mage 1
Components: V, S, DF
Casting Time: Attack action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
This spell cannot be cast on a natural weapon, such as an unarmed strike.
[h=5]Mass Cure Light Wounds[/h] Conjuration (Healing)
Level: Acolyte 5
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
Positive energy spreads out in all directions from the point of origin, curing 1d8 points of damage +1 point per caster level to nearby living allies.
Mass cure light wounds deals damage to undead in its area rather than curing them.
[h=5]Mass Inflict Light Wounds[/h] Necromancy
Level: Acolyte 5
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level to nearby living enemies.
Mass inflict light wounds heals undead in its area rather than damaging them.
[h=5]Message[/h] Transmutation [Language-Dependent]
Level: Mage 0
Components: V, S, F
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The caster can whisper messages and receive whispered replies with little chance of being overheard. The caster designates each creature to be included in the spell effect. When the caster whispers, the whispered message is audible to all of the targeted creatures who are within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the caster and the subject, and the path’s entire length lies within the spell’s range.
The creatures who receive the message can whisper a reply that the caster hears. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
[h=5]Minor Globe of Invulnerability[/h] Abjuration
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds the caster and excludes all spell effects of 3rd level and lower.
The area or effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target located within the globe. This includes spell-like abilities and spells or spell-like effects from objects. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. The caster can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it.
[h=5]Neutralize Poison[/h] Conjuration (Healing)
Level: Acolyte 4
Components: V, S, M/DF
Casting Time: Attack action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The caster detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration—the creature is simply immune to all poison effects for the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
[h=5]Passwall[/h] Transmutation
Level: Mage 5
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5-ft.-by-8 ft. opening, 1 ft./level deep
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
The caster creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall’s thickness is more than 1 foot per caster level, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or the caster dismisses it, creatures in the passage are ejected out the far exit if there is one or out the sole exit if there is only one.
[h=5]Phantom Watchdog[/h] Conjuration (Creation)
Level: Mage 5
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level
Saving Throw: None
Spell Resistance: No
The caster conjures up a spectral watchdog that is invisible to everyone but the caster. It then guards the area where it was conjured. The phantom watchdog immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those already within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible creatures but does not perceive illusions. It is stationary.
If an intruder approaches to within 5 feet of the watchdog, the dog stops barking and delivers a vicious bite (+10 bonus on its attack roll, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. (For most defenders, the invisible creature gets a +2 bonus on attack rolls and the defender loses any Dexterity bonus to Defense.) The dog is considered to have readied an action to bite an intruder, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a +3 weapon for purposes of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts for only 1 round per caster level. If the caster is ever more than 100 feet distant from the watchdog, the spell ends.
Material Component: Purchase DC 3 for the lot.
[h=5]Power Device[/h] Transmutation
Level: Mage 1
Components: V, S
Casting Time: Attack action
Range: Touch
Effect: Powers one electrical or mechanical device
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional.
The device functions exactly as it normally would if it had conventional power.
This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.
[h=5]Prayer[/h] Conjuration (Creation)
Level: Acolyte 3
Components: V, S, DF
Casting Time: Attack action
Range: 30 ft.
Area: All allies and foes within a 30-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The caster brings special favor upon him or herself and allies while bringing disfavor to his or her enemies. The caster and allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes take a –1 penalty on such rolls.
[h=5]Prestidigitation[/h] Universal
Level: Mage 0
Components: V, S
Casting Time: Attack action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Once cast, the prestidigitation spell enables the caster to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, a prestidigitation spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
[h=5]Protection from Arrows/Bullets[/h] Abjuration
Level: Mage 2
Components: V, S, F
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons that fire arrows, bullets, or crossbow bolts. The subject gains damage reduction 10/+1 against those ranged weapons. The damage reduction increases with the caster level to 10/+2 at 5th and 10/+3 at 10th. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
[h=5]Raise Dead[/h] Conjuration (Healing)
Level: Acolyte 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
The divine spellcaster restores life to a deceased creature. The caster can raise creatures who have been dead up to one day per caster level.
Raise dead cures hit point damage up to a total of 1 hit point per Hit Die. Any ability scores damaged to 0 are raised to 1.
Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature who has died of old age.
The subject of the spell loses one level when it is raised, just as if it had lost a level to an energy-draining creature. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 1 point of Constitution instead. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spell slots for losing a level. A spellcasting creature that doesn’t prepare spells has a 50% chance of losing any spell he or she has prepared but not yet cast, in addition to losing spell slots for losing a level.
Material Component: Purchase DC 26.
[h=5]Ray of Fatigue[/h] Necromancy
Level: Mage 1
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: Yes
The caster must succeed at a ranged touch attack with the ray to strike a target. The subject is immediately fatigued for the spell’s duration. A fatigued character suffers a –2 penalty to Strength and Dexterity and can’t run or charge. This spell has no effect on a creature who is already fatigued.
[h=5]Read Magic[/h] Universal
Level: Acolyte 0, Mage 0
Components: V, S, F
Casting Time: Attack action
Range: Personal
Target: You
Duration: 10 minutes/level
This spell allows the caster to read magical inscriptions on objects that would otherwise be unintelligible. This deciphering does not invoke the magic contained in the writing. Furthermore, once the spell is cast and the caster has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of read magic. The caster can read at the rate of one page (250 words) per minute.
[h=5]Remove Curse[/h] Abjuration
Level: Acolyte 3, Mage 4
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes any curses on a creature. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters bestow curse.
[h=5]Remove Disease[/h] Conjuration (Healing)
Level: Acolyte 3
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all treatable diseases afflicting the subject. It does not rid the subject of a disease for which no cure exists. Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
[h=5]Remove Fear[/h] Abjuration
Level: Acolyte 1
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster grants the target a +4 morale bonus against fear effects for 10 minutes. If the subject is suffering from a fear effect when receiving the spell, it gets a new save with a +4 morale bonus.
Remove fear counters and dispels cause fear.
[h=5]Remove Paralysis[/h] Conjuration (Healing)
Level: Acolyte 2
Components: V, S
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster can free one or more creatures from the effects of any temporary paralysis or related magic, including a hold spell or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or loss.
[h=5]Resist Energy[/h] Abjuration
Level: Acolyte 2, Mage 2
Components: V, S, DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection to damage from whichever one of five energy types the caster selects: acid, cold, electricity, fire, or sonic/concussion. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases by 5 points for every three caster levels above 3rd. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The character could still suffer unfortunate side effects.
[h=5]Resistance[/h] Abjuration
Level: Acolyte 0, Mage 0
Components: V, S, M/DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is granted a +1 resistance bonus on saving throws.
[h=5]Restoration[/h] Conjuration (Healing)
Level: Acolyte 4
Components: V, S, M
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Restoration cures all temporary ability damage and restores all points permanently drained from a single ability score (caster’s choice if more than one score is drained). This spell also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level.
Restoration does not restore level loss or Constitution point loss as a result of being raised from the dead.
Material Component: Purchase DC 20.
[h=5]Searing Light[/h] Evocation
Level: Acolyte 3
Components: V, S
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster must succeed at a ranged touch attack to strike his or her target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). Undead creatures take 1d6 points of damage per caster level (maximum 10d6), and undead creatures particularly vulnerable to sunlight take 1d8 points of damage per caster level (maximum 10d8). Constructs and inanimate objects take only 1d6 points of damage per two caster levels (maximum 5d6).
[h=5]See Invisibility[/h] Divination
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The caster sees any objects or beings that are invisible as if they were normally visible.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable the caster to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Material Component: Purchase DC 7.
[h=5]Shatter[/h] Evocation [Sonic]
Level: Acolyte 2
Components: V, S, M/DF
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft. radius spread, or one solid object or crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, porcelain, or ceramic, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, the caster can target this spell against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.
Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
[h=5]Shield[/h] Abjuration [Force]
Level: Mage 1
Components: V, S
Casting Time: Attack action
Range: Personal
Target: You
Duration: : 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also intercepts attacks, providing a +4 bonus to Defense. The shield carries no armor penalty or arcane spell failure chance.
[h=5]Shield of Faith[/h] Abjuration
Level: Acolyte 1
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus, with an additional +1 to the bonus at 6th caster level.
[h=5]Shout[/h] Evocation [Sonic]
Level: Mage 4
Components: V
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial (see text) (object)
Spell Resistance: Yes (object)
The caster emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object takes 1d6 points of damage per caster level. Creatures holding fragile objects can negate damage to them with successful Reflex saves.
A deafened character, in addition to the obvious effects, suffers a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance to miscast and lose any spell with a verbal component that he or she tries to cast.
The shout spell cannot penetrate the spell silence.
[h=5]Silence[/h] Illusion
Level: Acolyte 2
Components: V, S
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
[h=5]Sleep[/h] Enchantment [Mind-Affecting]
Level: Mage 1
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a move action.
Sleep does not affect unconscious creatures, constructs, or undead creatures.
Note: Additional hit points given along with a creature’s Hit Dice are irrelevant for determining how many Hit Dice a creature has.
[h=5]Slow[/h] Transmutation
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a single move action or attack action each turn, but not both (nor may they take full-round actions). Additionally, they suffer –2 penalties to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump half as far as normal.
Slow counters and dispels haste but does not otherwise affect magically speeded or slowed creatures.
[h=5]Spider Climb[/h] Transmutation
Level: Acolyte 2, Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and need not make Climb checks to scale a surface.
[h=5]Status[/h] Divination
Level: Acolyte 3
Components: V, S
Casting Time: Attack action
Range: Touch
Target: ne creature touched/three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Status allows a divine caster to mentally monitor the relative positions and general condition of his or her companions. The caster is aware of direction and distance to the creatures and their status: unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so forth. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell.
[h=5]Stoneskin[/h] Abjuration
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains damage reduction 10/— against physical attacks. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged.
Material Component: Purchase DC 23.
[h=5]Telekinesis[/h] Transmutation
Level: Mage 5
Components: V, S
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/level) or instantaneous (see text)
Saving Throw: Will negates (object) (see text)
Spell Resistance: Yes (object) (see text)
The caster can move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide either a gentle, sustained force or a single short, violent thrust.
Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per caster level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with spell resistance.
This version of the spell lasts up to 1 round per caster level, but it ends if the caster ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the caster’s range. The spell ends if the object is forced beyond the range. If the caster ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.
Violent Thrust: Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects.
The caster can hurl up to a total weight of 25 pounds per caster level.
The caster must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack bonus + Intelligence modifier. Weapons deal their normal damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet.
[h=5]Tongues[/h] Divination
Level: Acolyte 4, Mage 3
Components: V, M/DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a species language or a regional dialect. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make him or herself understood as far as her voice carries. This spell does not predispose any creature addressed toward the subject in any way.
[h=5]True Seeing[/h] Divination
Level: Acolyte 5
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic or psionics, sees invisible creatures or objects normally, sees through illusions, and sees the true form of changed or transmuted things. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not cancel concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret panels hidden by mundane means. The effects cannot be combined with other spells and powers.
Material Component: Purchase DC 16.
[h=5]True Strike[/h] Divination
Level: Mage 1
Components: V, F
Casting Time: Attack action
Range: Personal
Target: You
Duration: See text
The caster’s next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, the caster is not affected by the miss chance that applies to attacks against a concealed target.
[h=5]Virtue[/h] Transmutation
Level: Acolyte 0
Components: V, S, DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.
[h=5]Wall of Fire[/h] Evocation [Fire]
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft. long/caster level or a ring of fire with a radius of up to 5 ft./two caster levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: See text
Spell Resistance: Yes
An immobile curtain of fire springs into existence. One side of the wall, selected by the caster, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level to any creature passing through it. The wall deals double damage to undead creatures.
If the caster evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the hot side of the wall, it takes 2d4 points of damage, as normal.)
If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
[h=5]Wall of Force[/h] Evocation [Force]
Level: Mage 5
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels
Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
A wall of force spell creates an invisible wall of force. The wall of force cannot move, it is immune to damage of all kinds, and it is unaffected by dispel magic. Spells, breath weapons, and flamethrowers cannot pass through the wall in either direction, although dimension door can bypass the barrier. Gaze attacks can operate through the wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level, or into a sphere or hemisphere with a radius of up to 1 foot per level.
The wall of force must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
[h=5]Wall of Ice[/h] Evocation [Cold]
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Fire, including fire spells, can melt a wall of ice. Fire deals full damage to the wall (instead of the normal half damage suffered by objects). Suddenly melting the wall of ice (by reducing it to 0 hit points in a single attack) creates a 10-foot-radius cloud of fog that lasts for 10 minutes. Objects and creatures within the area are treated as if they had one-half concealment (20% miss chance) with respect to one another.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster levels. The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it takes 1d6 points of cold damage +1 point per caster level.
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level. It is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
The caster can create the hemisphere so that it traps one or more creatures, though these creatures can avoid being trapped by the hemisphere by making successful Reflex saves.
[h=5]Wall of Iron[/h] Conjuration (Creation)
Level: Mage 5
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
The caster causes a flat, vertical iron wall to spring into being. This wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space.
The wall of iron is 1 inch thick per four caster levels. The caster can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If the caster desires, the wall can be created vertically resting on a flat surface but not attached to the surface so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed.
Creatures can push the wall in one direction rather than letting it fall randomly. A creature must succeed at a Strength check (DC 40) to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves.
Large and smaller creatures who fail take 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Material Component: Purchase DC 18.
[h=5]Wall of Stone[/h] Conjuration (Creation)
Level: Acolyte 5, Mage 5
Components: V, S, M/DF
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. The wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
A wall of stone can be created in almost any shape the caster desires. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. If used to bridge a chasm, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half.
Like any other stone wall, this one can be destroyed by explosives or brought down by bludgeoning or piercing weapons.
Each 5-foot square has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures avoid entrapment with successful Reflex saves.
[h=5]Water Breathing[/h] Transmutation
Level: Acolyte 3, Mage 3
Components: V, S, M/DF
Casting Time: Attack action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures touched. The spell does not make creatures unable to breathe air.
[h=5]Web[/h] Conjuration (Creation)
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 minutes/_level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
The web spell creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, and so forth—or else the web collapses upon itself and disappears. Creatures caught within a web or simply touching its strands become entangled among the gluey fibers.
An entangled creature takes a –2 penalty on attack rolls, takes a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the webs and is free to act, though moving is slow and may cause it to become stuck (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a Strength check (DC 20) or an Escape Artist check (DC 25). Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature may progress through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
The web provides one-quarter cover for every 5 feet of the substance between the character and an opponent—one-half cover for 10 feet of web, three-quarters for 15 feet, and total cover for 20 feet or more.
The strands of a web spell are flammable. Any fire can set them alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of damage from the flames.
[h=5]Zone of Truth[/h] Enchantment [Mind-Affecting]
Level: Acolyte 2
Components: V, S, DF
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius/level emanation
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Creatures are allowed a save to avoid the effects when the spell is cast or when they first enter the emanation area. Affected creatures are aware of this enchantment. Creatures who leave the area are free to speak as they choose.
 

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